I thought about adding NPC voice acting to the game. To be honest, I don’t think this is necessary, but since I started learning about sound design (especially synthesizer principles), I realized that it is also possible to add voice acting to characters, but not in the true sense of the word, but in a completely virtual “pseudo-speaking voice” like Animal Crossing or Undertale, that is, non-verbal vocalizations made entirely of synthesized sound effects. This type of voice does not convey specific semantics, but hints at the character’s mood and character through timbre, frequency and rhythm.
In my project, the player character will remain silent at all times, while NPCs are allowed to “speak up”. This asymmetry is not due to the consideration of substitution, but to emphasize the system’s right to interpret: the player’s behavior has been recorded and interpreted through the system, so there is no need for additional language expression; The voice of NPCs becomes a way for the system to recognize their existence and state.
By synthesizing voices rather than real voices, I wanted to weaken the certainty of the narrative and make the voice exist more as a systematic feedback rather than a tool for character communication.
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